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		<title>three.js webgl - materials - displacement map</title>
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				color:#fff;
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			a {	color: #ffffff;	}

			#info {
				position: absolute;
				top: 0px; width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
			}

			#vt { display:none }
			#vt, #vt a { color:orange; }
		</style>
	</head>

	<body>

		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - (<span id="description">normal + ao + displacement + environment</span>) map demo.<br />
			ninja head from <a href="http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/amd-gpu-meshmapper/" target="_blank">AMD GPU MeshMapper</a>

			<div id="vt">displacement mapping requires vertex textures</div>
		</div>

		<script src="../build/three.js"></script>
		<script src="js/controls/OrbitControls.js"></script>

		<script src="js/loaders/OBJLoader.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>
		<script src='js/libs/dat.gui.min.js'></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var stats;

			var camera, scene, renderer, controls;
			var settings = {
				metalness: 1.0,
				roughness: 0.4,
				ambientIntensity: 0.2,
				aoMapIntensity: 1.0,
				envMapIntensity: 1.0,
				displacementScale: 2.436143, // from original model
				normalScale: 1.0
			};

			var mesh, material;

			var pointLight, ambientLight;

			var mouseX = 0;
			var mouseY = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var height = 500; // of camera frustum

			var r = 0.0;

			init();
			animate();
			initGui();

			// Init gui
			function initGui() {

				var gui = new dat.GUI();
				//var gui = gui.addFolder( "Material" );
				gui.add( settings, "metalness" ).min( 0 ).max( 1 ).onChange( function( value ) {

					material.metalness = value;

				} );

				gui.add( settings, "roughness" ).min( 0 ).max( 1 ).onChange( function( value ) {

					material.roughness = value;

				} );

				gui.add( settings, "aoMapIntensity" ).min( 0 ).max( 1 ).onChange( function( value ) {

					material.aoMapIntensity = value;

				} );

				gui.add( settings, "ambientIntensity" ).min( 0 ).max( 1 ).onChange( function( value ) {

					ambientLight.intensity = value;

				} );

				gui.add( settings, "envMapIntensity" ).min( 0 ).max( 3 ).onChange( function( value ) {

					material.envMapIntensity = value;

				} );

				gui.add( settings, "displacementScale" ).min( 0 ).max( 3.0 ).onChange( function( value ) {

					material.displacementScale = value;

				} );

				gui.add( settings, "normalScale" ).min( - 1 ).max( 1 ).onChange( function( value ) {

					material.normalScale.set( 1, - 1 ).multiplyScalar( value );

				} );

			}

			function init() {

				var container = document.createElement( 'div' );
				document.body.appendChild( container );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				renderer.gammaInput = true;
				renderer.gammaOutput = true;

				//

				scene = new THREE.Scene();

				var aspect = window.innerWidth / window.innerHeight;
				camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
				camera.position.z = 1500;
				scene.add( camera );

				controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.enableZoom = false;
				controls.enableDamping = true;

				// lights

				ambientLight = new THREE.AmbientLight( 0xffffff, settings.ambientIntensity );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xff0000, 0.5 );
				pointLight.position.z = 2500;
				scene.add( pointLight );

				var pointLight2 = new THREE.PointLight( 0xff6666, 1 );
				camera.add( pointLight2 );

				var pointLight3 = new THREE.PointLight( 0x0000ff, 0.5 );
				pointLight3.position.x = - 1000;
				pointLight3.position.z = 1000;
				scene.add( pointLight3 );

				// env map

				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
						path + 'px' + format, path + 'nx' + format,
						path + 'py' + format, path + 'ny' + format,
						path + 'pz' + format, path + 'nz' + format
					];

				var reflectionCube = new THREE.CubeTextureLoader().load( urls );

				// textures

				var textureLoader = new THREE.TextureLoader();
				var normalMap = textureLoader.load( "models/obj/ninja/normal.jpg" );
				var aoMap = textureLoader.load( "models/obj/ninja/ao.jpg" );
				var displacementMap = textureLoader.load( "models/obj/ninja/displacement.jpg" );

				// material

				material = new THREE.MeshStandardMaterial( {

					color: 0x888888,
					roughness: settings.roughness,
					metalness: settings.metalness,

					normalMap: normalMap,
					normalScale: new THREE.Vector2( 1, - 1 ), // why does the normal map require negation in this case?

					aoMap: aoMap,
					aoMapIntensity: 1,

					displacementMap: displacementMap,
					displacementScale: settings.displacementScale,
					displacementBias: - 0.428408, // from original model

					envMap: reflectionCube,
					envMapIntensity: settings.envMapIntensity,

					side: THREE.DoubleSide

				} );

				//

				var loader = new THREE.OBJLoader();
				loader.load( "models/obj/ninja/ninjaHead_Low.obj", function ( group ) {

					geometry = group.children[ 0 ].geometry;
					geometry.attributes.uv2 = geometry.attributes.uv;
					geometry.center();

					mesh = new THREE.Mesh( geometry, material );
					mesh.scale.multiplyScalar( 25 );
					scene.add( mesh );

				} );

				//

				var description = "normal + ao" + ( renderer.capabilities.vertexTextures ? " + displacement + environment" : " + <strike>displacement</strike>" );
				document.getElementById( "description" ).innerHTML = description;
				document.getElementById( "vt" ).style.display = renderer.capabilities.vertexTextures ? "none" : "block";

				//

				stats = new Stats();
				container.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				var aspect = window.innerWidth / window.innerHeight;

				camera.left = - height * aspect;
				camera.right = height * aspect;
				camera.top = height;
				camera.bottom = - height;

				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				controls.update();

				stats.begin();
				render();
				stats.end();

			}

			function render() {

				pointLight.position.x = 2500 * Math.cos( r );
				pointLight.position.z = 2500 * Math.sin( r );

				r += 0.01;

				renderer.render( scene, camera );

			}

		</script>

	</body>

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